X and Y coords being read in wrong it looks like
do a /loc on emu and a /loc on eq live and they are both shown the same way
if you do a #goto on the emu you got to reverse the X and Y though or else you go to the wrong place my starting locations were being read in all backwards putting people in odd places, had to switch the x and y colmns in start_zones and now they work as they should, but they were probably right before and now are backwards can't remember which one is north/south and east/west this is off code compiled from the feb 22nd code that was on shawns site compiled his new 29th code but that ended up with npc's spells not taking hold on players like soul binder would cast bind on player but it didn't actually work magus cast teleport on player but it didn't actually work the spells work fine with the code that was put up on the 22nd though well, hella tired time for sleep hope someone can do something with this btw I had to reverse x and y in zones table too to make those work as they should for the new GoD zones I did |
#goto command was designed to use reversed locs - not a glitch, was deon to make it easier - but it seems to be more confusing then anything else. EQ's /loc is actually reversed, so the Emu is right. But it's easier to stick to one system of doing it, and seen as we can't change the /loc we might as well change the Emu.
As for the spells, they'll be fixed keep the updated CVS compiled. |
/loc does used reversed coordinates for #goto and #zone. But #loc uses the same coordinates as #goto and #zone. I find it a lot easier and more flexible to jsut use #loc.
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ah, so I guess that's why I have to switch any loc in the database that I get from within the game
well thanks for the info on this guys |
There's more info on this issue in this thread:
http://www.eqemulator.net/forums/viewtopic.php?t=12922 |
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